Details: The map will be heavily BSP based(mainly due to the fact I have zero modelling skillz). Map navigation will be using a combination of low grav jumps and teleporters to get players around the arena. (maybe jump pads as well) Player count probably for 2-4 players! I'd like to keep the lighting as per the original image...keeping my standard of strong coloured lighting! Background buildings will stay as background and the ruined platforms will make up the arena itself, although they will be laid out differently to accommodate gameplay!

There was a forum reset, roughly 6 hours ago (good thing they're making backups regularily). I guess someone tried to mess with the Unreal Engine forums or maybe something went wrong during a software update, I don't know exactly. But 6 hours ago, the last 22 hours of activity were lost, posts and threads that were hosted in that time were gone.

Now it is back up and running fine though.

Nice architecture by the way!Well, now that BSP seems to be fixed, I guess you can go nuts with BSP! Not sure how it influences the performance nowadays, but good luck with your project, I'm looking forward to the end result!

Where is the "Take my money!" button?! Damn this looks so cool! Having such a environment in the new UT game, this is gonna be awesome as hell and I'm really looking forward to this. Despite that, this picture reminds me of the swimming islands level from Tomb Raider 2 and I really liked this level, just because it was a unique design, compared to the other levels, and it looked fabulous. Keep up the good work! Can't wait to see more of this! :)

This looks really nice. Is this an original port from the UT3 BSP? It seems too complex to be a port from UT3 BSP.
I believe I just dejavud that I already asked this.. but haha my brain is getting older.. :D

I will follow this more actively. Keep up the great work LPS.
Good to see you are all doing okay btw :)

Restarted from scratch a few nights back as some static meshes are available in the UT editor, fortunately these are castle themed meshes which is what I was after.

Most of what you see in the latest screenshot is mesh based with only the platform floors being BSP.

I know Epic are going for simplistic, clean visuals with the new UT, but I'm going to keep doing what I enjoy. I may not even make this low grav anymore. My WIP space map has taught me that the bots in the new UT are too skilled in low grav environments where they can pick you off quite easily when sailing through the air. Here's an updated pic with the last platform I worked on(same one as on the UoF Facebook page):

Epic's style isn't that visually überclean either. So don't worry. So far your work looks very clean!
Oh and those arches look like 3D models of the arches that could be seen in Unreal and UT99 maps, e.g. like those in DM-Agony! Awesome! Are they self-assembled with an arch and brick mesh or are those stock assets provided by Epic!? :O

It still needs some tweaks(mainly extra cover here and there) but apart from that it seems to flow well. I need to add two teleporters in and link them too.Bots are bastards as expected in an open map!

Here's a bunch of extra 'UoF visitors only' pics showing the layout:

View from the Flak platform:

-- Edited by Lord_PorkSword on Thursday 8th of October 2015 03:36:58 PM

As per the Epic forums. I've reconfigured this map for the new CTF variants.

Map is already quite playable but needs tweaks for paths I haven't quite cleared yet. After that I should have a good idea on how the bots flow. (they already work well but I want to open the extra paths)

Background will be based on some work I was doing for a VR concept. My usual style of floating rocks in mist...similar to my Amytis map.

Since you've been doing some modeling lately, do you plan to create new meshes for this map? I think some variations of these stone blocks (broken off edges, broken apart, etc) would really give it a nice touch.

I want to create some models at some point...but I know it'll take quite a bit of time.
I gotta learn how to UV first though. During my course last year I got the instructor to give us a crash course in it, so I have an understanding of the process plus a video, filmed during that lesson, on it.
The instructor also done a demo on creating game assets using Maya and zbrush which was cool. Class zbrush as another piece of software I'd love to learn.
I'd also use zbrush to help with creating some good UV maps.

Thats nice. Make sure to post some screenies of your progress when you start with the models.
UV mapping is very important, espacially for games. Many people hate to do it though :) (i like it a lot actually)

You might just start by exporting some meshes from ue4 and then modify those in maya.

I've now settled on a layout which seems to play well with bots! They can beat my team now! Before I release an alpha I'll fix the following: Add walls over the white cubes (stock assets for now) Fix floor blocking Add side walls along walkways (to stop accidental dbl taps off the edge)

Nice work on that map mate. It plays nicely and has a good size (from the screens I thought it's way smaller).

Here's some feedback

- although I like the green fog I think it's too much of it. I had some issues to locate enemies and to get an idea of the map layout during the first games.As of now the whole map looks the same. I really feel like it needs some visual clarity to lead the player, some different colored lights or team meshes (blue/red flags something like that)

- starting boxes need some adjustments.For the attacking team both doors won't open at the same time, also the distance to the flag isn't the same for both starting points. If you're unlucky you have little chance to grab the flag.For the defending team there's one starting box from which you can see a large part of the map. Basically you can shoot enemies far away without leaving the starting area, which means you're also protected by that door shield.

- I had a few games and they usually ended as a 3star +60 top score. I think this is an issue with both the current bots but also map layout. Certain paths lets you get to the enemy base too easily and too quickly.

- It would be nice to have some additional weapon pickups at the starting area. No sniper obviously but maybe shock rifle/rocket launcher, flak cannon. I also think the shock rifle is a bit overpowered on this particular map.

As promised here's a DM version to play around with whilst I take some more time with the Blitz variant! Cooked using the latest version of UT available (13th July)Dropbox

Quick notes: This version is purely just a quick conversion to DM. No real thought on proper pickup locations. Coloured lighting is just in to highlight different areas. Some ambient sounds now finally.

i played a couple of DM on it and it s very fun, layout werdly remind me a lot tokara forest with very large map in all 3 axes jumppads are fun to use even if one of them send you directly between two rocks :-p i especially like the one that send you on another one, very fast moove ! the jumpbots are fun to use but theres no collision with the rocks u used as "ceiling"...so u enter the rocks all is visually very pleasant to watch, and the density of the fog fiting to each level is a top idea.....but....i had the feeling that it was really easier to stay at the upper levels, it s sort of conpensed because there, ways are smaller and it s easier to fall i know it s an alpha, but i found the stone stairways very repetitive visually, perhaps can u play with them to break the alignement of all stairs nice job mate, thanks for sharing ... btw as soon as the game started it was an evidence to be on a LPS map....your style is....unique